OK, had some time to think about this today and things are more or less calm on the home front.

Languages are predominately an issue of geography and are influenced primarily by trade and occasionally by religion. Thus, there are no specific "racial" languages. There is no Common, per se. You will be able to choose the local language of commerce and learning as well as any others that you might know.

I'll post some specific language information later tonight.

I've decided that the game will be set in the Renaissance Era - so city states will be important. I have an older setting that with some tweaks would work just fine.

But right now, the 4 year old has given me an invitation to a tea party.

The folk of the southlands enjoy life. The city of Riverton (though the older generations insist on it being called, River Town) is entering a period of increased prosperity. Lord Culver of Goodharbor and Duke Ellsworth of Riverton have negotiated a treaty with the surrounding city states along the Green River and her tributaries. The guarantee of safe passage for merchant ships by the so-styled Alliance of Free Cities helps ensure trade between the various cities. With new goods moving up and down the river many individuals have found their own fortunes rising. However, the threat of demonic cults - or even a lesser demon - are always on the river captains' minds. Thus, there is always work, for those that want it, in the newly formed Alliance Marines.

Rumors from the west say the Dwarven War of Succession may soon come to an end. One would think that the dwarves would have better sense; however, the bards sing and travelers tell stories that House Stonefist seems poised to crush House Sunspear. If they do, then House Jadeheart would be forced to yield. Normally such things would have no bearing on the people living in the southlands - now referred to, at least in part, as the Alliance of Free Cities. However, demons enjoy conflict and seem drawn to it. Is perhaps Dalgar Stonefist - head of House Stonefist - under the influence of demonic powers? After all, he has sworn that the historical Empire must be reborn - in fire and ashes if necessary.

To the east, Andora sits restless in its large mountain valleys. It would seem that the great city-state is on edge; however, the great stone wall they built to prevent demon attacks also serves to prevent all but the wildest of rumors from reaching the southlands.

The Dwarven Kingdoms are in the west beneath, on, and in the Grey Mountains. To their south lies the frozen waste. The only thing of any apparent consequence on the ice is the Dome of the Anvil. It is the holiest site on this plane for any dwarf that follows the old ways. Beneath the dome is an anvil shaped piece of iron where Hrothgar - the first dwarf (and their God) - came to rest. It is also the anvil upon which his son, Hamar, began forging the souls of all dwarves. The glaciers are also home to the Glacier Clan - many of whom become priests. Those of the Mountain Clan claim right of rule over all dwarves and "lesser" folk. Their Empire once stretched across the Southern Sea but fell into war and self destruction some 700 years ago. Some whisper that it was the infighting by the dwarves that first brought the demons to this world.

The giants of the Razor's Spine seem to get along well with everyone. Some even are recognized as citizens of Andora. However, other giants don't generally acknowledge the imaginary lines on maps that outline one nation or city's territory.

Most humans live in cities along the Southern Sea though they can be found among the Hills of the Emerald Dawn, Andora and on the islands of the sea. Few live in the Dwarven Kingdoms.

The orcs inhabit the plains to the north and east of the Grey Mountains. They value bravery in battle and yearn for a glorious death that will be kept in song. The longer their legend lives the longer they can stay in Paradise and need not be reborn to forge their legend anew. Some have sought the cities of human and pech alike to try their fortunes.

The pech enjoy life among the rivers from the eastern portion of the plains to the Razor's Spine in the east. The boundary between the Alliance and Andora. Some farm, others ride the river and some walk the land with their goods.

Many saurians live in the Camata desert to the north. In general they are Disciples of the Flame and seek to spread their belief in one supreme being to others. However, not all that see themselves as saurian follow this path. The Effet - sometimes called Frogmen - live in the forested swamps found along the rivers.

The unborn are not a race so much as folk have no other name for them. Whether they are the golems of the old songs made by magic for purposes unknown, or spirits of the land that invest the very rocks of the earth, or cadaverous flesh given a mockery of life by magic most foul they are all unique. Recently, however, there is a new breed: clockwork facsimiles of folk. No one seems to know where they come from. Even the unborn seem not to know where they were made or why. None can say what gives such a clockwork creature the spark of life.

The goblins are found anywhere and everywhere. They take to business the way some take to religion. Some outsiders even claim that business IS their religion. The goblins claim an island far to the east of Andora as their home but can be found anywhere along the Southern Sea.

The language names are in italics while any game notes are in [brackets]. For quick reference, Catela would be the common language for the people living in this part of the world.

Ateso - The original language of the folk along the plains was mainly spoken by pech and humans. It has basically died out; however, there are a few speakers still left and many scribes learn it in order to translate old documents. It uses a completely different script than the other known languages.[As a dead language it requires 1 interest to speak it and another (2 total) to read and write it.]

Dagral - The official language of the dwarven empire, though it has fractured into various dialects due to 700 years of fighting. While technically still the same language, it can be difficult if not impossible to understand someone using an isolated dialect. All are written in the same interlocking patterns of symbols. Called "tiles", these symbols convey multiple meanings and sentences are constructed by arranging the tiles around a central tile which corresponds to the core idea.[A dialect MUST be specified when taking this language. They include Dalua, Dare, Demida and Dida. A comprehension penalty may be imposed on speech if the dialects are sufficiently different.]

Heraro - The language of the Hills of the Emerald Dawn. It grew out of the Dida dialect of Dagral but was influenced by the folk of the plains as well as the orcs. It is written with a set of ornate runes that roughly correspond to sounds.

Catela - Originally a pidgin of Ateso and Dagral, it developed when the dwarven raiders stopped attacking the coastal cities and started trading nearly 3000 years ago. As more and more folk along the ocean shore and rivers spoke it for trade, their children began to speak it as a first tongue and it ultimately developed into the language as it is known today. It uses a simplified version of the Heraro runes for writing.

Andori - The language of Andora. A page of this script appears to be little more than a picture full of nonsensical lines and dots; however, it can carry a great deal of information. Often there is more than one message hidden in the "picture." Consequently, many who need codes have borrowed heavily from this language.

Silba - A language composed completely of whistles used mainly by the giants of the Razor's Spine for long distance communication. It has no written form. However, some scientists interested in the language have tried using Andori or Catela to record it. Unfortunately, few such projects have made much headway.

Xhosra - The language of the holy scriptures of The Lord of the Purifying Flame. It serves as the language of everyday life among the inhabitant of the Catama desert, regardless of their beliefs. All adherents to the faith are expected to learn the language so as to read the scriptures in their correct tongue rather than crude translations. It is written with a flowing script and is often used in art.

Najafo - Known as the language of orcs it is also spoken by pech lving in the northwestern sector of the southern plains. It has a musical quality and the tone and timing of each word is important. It is written with intricate characters that flow down the page. Though many think that it is a pictographic language it is not. Some simple words may well be expressed with a character that looks like an abstract painting of the word; however, most words are made up of multiple characters. And, if taken individually, would have nothing to do with the word being expressed.

Riverton sits on a horseshoe bend in the Green River about two days up-river of Goodharbor - a port on the Southern Sea. The Green is a massive river - measuring some 60 chains wide in most places. The situation with the horseshoe bend has allowed Riverton to reap the benefits that would normally come from both a lake and a flowing moat.

Over the years, engineers have been employed to construct what is regarded by many as the high point in water-technology. There is a series of artificial channels to the west of town that functionally to create an artificial island with Riverton at the center. The locks along these channels allow deeper draft ships to pass through the river. The bend also provides for a convenient dock system for smaller ships starting from, ending or stopping in Riverton for a time. This has made the Duke and merchant "princes" incredibly wealthy.

The city is primarily broken up into five wards. The docks contain the warehouses and sit next to the various guild halls and the occasional factory. Folk of all "races" churn out various products. The commercial section contains businesses both large and small. (The smaller shops often double as homes for their owners.) The residential section is the smallest but is home to the most powerful in the city. The nobility, aristocracy and powerful merchants call this area home. Some of the estates are larger than some blocks elsewhere in the city. The last ward is home to temples and the arena which holds various games throughout the week. The favorite is probably, the horse race which is held on the eighth day of the week.

Food comes from the surrounding communities which are under the protection of the City Watch. The City Watch is under the command of William "Thorn" Ashland. He is often seen as the people's champion and though his citizenship is due more to his post than his family, his voice carries loudly with the public. The Duke knows he ignores this man at its own peril. However, a commoner with that much power is dangerous. Something must be done lest this "Thorn" become a thorn in his rule. The very public executions are always well attended ...

Yes, firearms exist. Adventurers working for a patron - usually a noble, as well as wealthy merchants - can get a permit to carry and use a firearm outside the city walls. The Alliance Marines are equipped with rifles but many also carry a melee weapon as some demons seem to ignore bullets. The nobility often carry a small pistol as a status symbol; however, few are well versed in their use given that a duel of honor is still settled with a sword. The City Watch uses small cannon for wall defense and maintains a rifle corp; however, the bulk of the force uses pikes or bows. There is a contingent that uses swords as well though they are more often the "police force" of the city.

The typical adventure will have the melee or ranged weapon of their choice. Those who have a patron - who takes a significant portion of their spoils - may also have a firearm. However, there are adventurers who pay for forged permits where the local sheriff is unlikely to be able to read much less determine that a permit has been faked.